Sunday, January 18, 2015

So I made a game for those that have a hand full of Grots and/or night gobbos.

GROT PITFIGHTER:

All models are WYSIWYG. The following is an "equipment list."
Shoota- 12" 5+ Single shot.
Slugga- 6" 5+ Single shot. One handed.
Six shoota- 6" 5+ Six shots. One handed. Can fire more than once per
round. Each successive shot will kill the user on miss. Ex: First shot
nothing. Second shot kills if a 1 is rolled. Third shot kills if a 1 or 2
is rolled etc If all six shots are fired even if a hit is rolled the
model is killed on a final roll of 5. A 6 and the model will still live.
Choppa- 3+ in CC
Basha- 4+ in CC
Prodda- 4+ in CC. First round always hits first. Second round on always hits last.
Blasta- Overwatch on 4+. 6" 3+ Single Shot.
Stick bomb- 6" small blast hits on 4+. One use only. Counts as Basha in CC. If use in
CC roll. On a 1 or 2 resolve Stick bomb centered on user.
Net- 6" 3+. One use only. Overwatch on 3+
Ball n' chain- movement is random 2d6. You can add an additional d6 if
you want but if all 3 numbers are the same remove as casualty. If user
moves into another model on 3+ that model is removed. If movement ends
on a model that is not removed move that model 1" away.
Shouting- Friendly models w/in 6" Overwatch on one more. (6+ hits on 5+ instead etc)
Spyglass- Counts as Basha in cc. Friendly models w/in 6" hits on ranged attacks at one better. (5+ hits on 4+)
Psychic(Clutching head)- Range 8" Roll a dice. 1: the model is killed,
resolve a stick bomb blast centered on the model before removing it.
2-3: the model is killed 4-5: the target is killed 6: the target is
killed, resolve a stick bomb blast centered on the model before removing
it. This may be used instead of attacking in CC but only once
regardless of whether the model charged or not.
Rock- 4+ in CC. " 5+ Once use only. If used as a ranged attack it can no longer be used in CC.
Cannon Shell- 3+ in CC but always hits last. If user is killed center a large blast on it that hits on 3+.

Players
roll off then take turns drafting from available models. Five minis for
two players, three for three or four players, two for five or six, and
one for any number more.
After draft the players deploy their
models on the border of a one and a half foot square area at least 1"
away from another model. Place the pitmaster in the center of the area.
Roll for player initiative. They activate one of their models in turn.
Starting at the first player again if players control more than one
mini.

Models move then shoot then assault. Ranged weapons that
indicate a number of shots(one shot, six shots etc) must be reloaded the
following activation. A reloading model may not move, shoot, or assault
but will make Attacks if engaged in CC. Models move 6" and charge 2d6"
unless indicated. Attacks in combat kill on a 5+ unless the Models are
equipped with a CCW. Models that charge may roll two Attack dice.

Squig models move 12" and have are 3+ in CC. If they charge they hit
first against any model not equipped with a Prodda. When a bomb squig is
killed resolve a stick bomb blast centered on it before removing the
model.

The pitmaster is activated at the end of every full round
of activations. That is that activates as though just another player.
The pitmaster will move toward any model that did not move or was not
attacked that round. If the pitmaster was attacked it will move toward
the first model that round that attack him. The pit master moves 8" and
hits 3+ in CC. His whip is 6" and hits on 3+ The pitmaster must be hit
four times before he is killed. Any player that kills the pitmaster is
automatically the winner.
The winner is the only player with models remaining on the board at the end of a round of activations.